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879309 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 07:14:54 PM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2208643 times)
Medevenx
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« Reply #18090 on: May 14, 2012, 05:59:55 PM »

Cross posting since no one looks in the Workshop sub-forum.


Maybe have the blue one's horns more readable?
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Kramlack
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« Reply #18091 on: May 14, 2012, 06:07:12 PM »

Cross posting since no one looks in the Workshop sub-forum.


Maybe have the blue one's horns more readable?

How? You and Nosuch Games say there's problems with the heads, but you're not really giving advice on how to fix the problems. Make it more readable? The horns are one colour + the dark pixel for shading where necessary, how do you suggest I make it more readable than that exactly?

I'd love to know how to fix the issues you guys are suggesting but I have nothing to go on.
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TNERB
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« Reply #18092 on: May 14, 2012, 06:11:32 PM »


This one keeps looking better and better every time you post something from it, looks like  it's all coming together nicely!
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Medevenx
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« Reply #18093 on: May 14, 2012, 06:15:44 PM »



btw, the spot in the middle of the horns, what's it supposed to be? i edited the blue one so you can have an idea of what i'm reading from it. i actually don't have any problems with the heads they are really well-sprited and i like them very much i just thought maybe the middle one's horns can be improved upon
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Kramlack
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« Reply #18094 on: May 14, 2012, 06:23:47 PM »

The pixel in the middle is a shadow showing the horns going outwards (kind of towards the screen). I see what you're reading from it, but by adding stray pixels to make the horns look more rounded (?), it ruins the style, that being, clustering just about everything I possibly can. Originally, the blue imp's horns were supposed to be a bit square. With such a limited space to work, you have to use your imagination for some things.
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Medevenx
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« Reply #18095 on: May 14, 2012, 06:25:17 PM »

The pixel in the middle is a shadow showing the horns going outwards (kind of towards the screen). I see what you're reading from it, but by adding stray pixels to make the horns look more rounded (?), it ruins the style, that being, clustering just about everything I possibly can. Originally, the blue imp's horns were supposed to be a bit square. With such a limited space to work, you have to use your imagination for some things.
okay
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peanutbuttershoes
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« Reply #18096 on: May 14, 2012, 06:43:41 PM »

art.



in 300% and 100%

it's a child crying desperately, reaching out it's arms to be picked up by it's only living parent.

soon the both of them will be kicked out of their apartment. mommy has been able to hold a job ever since she started cocaine. the las vegas strip shines through the curtains. mommy stares silent as the child cries on.

mommy can't even muster up the energy to be a mother. both mother and child will die soon.
« Last Edit: May 14, 2012, 06:52:15 PM by peanutbuttershoes » Logged

Jared C
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« Reply #18097 on: May 14, 2012, 06:54:25 PM »

Thanks for the help, Ishi!
Here's an edit. Better?

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TNERB
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« Reply #18098 on: May 14, 2012, 07:07:08 PM »

It looks way more smooth,
SIDE BOOB ACTION
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Castle
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« Reply #18099 on: May 14, 2012, 07:52:47 PM »


This is like my 90 SMB related post.

dang

shark meme owned
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Relix
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« Reply #18100 on: May 14, 2012, 09:06:18 PM »



Why is she like, turning her towards the camera instead of looking forward like you normally do while running. And on top of that, she looks she turning it so much it would hurt, 'cos she does it kinda quickly.
 
Or, why do so many runnnig sprites have that.
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SolarLune
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« Reply #18101 on: May 14, 2012, 09:33:37 PM »

@easyname, TNERB - Thanks a lot, you guys!
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Jared C
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« Reply #18102 on: May 14, 2012, 09:39:24 PM »

Not trying to fight off legitimate criticism, but I am about to try to answer some fair questions.

Why is she like, turning her towards the camera instead of looking forward like you normally do while running.

I think because in some platformers the character tends to lean towards the camera a little bit? I don't know if there is a word for this. Also, the character is almost at a 1/3 view, not completely side-on if that makes sense.

And on top of that, she looks she turning it so much it would hurt, 'cos she does it kinda quickly.

The extreme poses also help to create the illusion of exaggerated movement; many cartoons would not be applicable to reality just because that's not how physics works, but I think a lot of animation principles function as a replication of how we might perceive those things. After all, isn't all art our filtration and reinterpretation of reality?
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blinkok
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« Reply #18103 on: May 14, 2012, 10:18:49 PM »

Quote
I think because in some platformers the character tends to lean towards the camera a little bit? I don't know if there is a word for this. Also, the character is almost at a 1/3 view, not completely side-on if that makes sense.

i think he means why does she turn to almost look at the player. it could be part of the style (exaggerated/dramatic movement).

for me she should not turn her head. but that is moving toward a more "realistic" type of movement where you might be aiming for a more stylized movement. sorry for the crappy animation. it's exported from flash which does a very poor job of it.

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Inanimate
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« Reply #18104 on: May 14, 2012, 11:26:36 PM »

Blinkok's edit is nice. It looks more natural like that. She can look out at the player when standing, but running and looking in the wrong direction just looks weird.
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